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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+#include "assimp_view.h"
+
+#include "PostProcessing/CalcTangentsProcess.h"
+#include "PostProcessing/GenFaceNormalsProcess.h"
+#include "PostProcessing/GenVertexNormalsProcess.h"
+#include "PostProcessing/JoinVerticesProcess.h"
+#include "PostProcessing/MakeVerboseFormat.h"
+
+namespace AssimpView {
+
+using namespace Assimp;
+
+bool g_bWasFlipped = false;
+float g_smoothAngle = 80.f;
+
+//-------------------------------------------------------------------------------
+// Flip all normal vectors
+//-------------------------------------------------------------------------------
+void AssetHelper::FlipNormalsInt() {
+ // invert all normal vectors
+ for (unsigned int i = 0; i < this->pcScene->mNumMeshes; ++i) {
+ aiMesh *pcMesh = this->pcScene->mMeshes[i];
+
+ if (!pcMesh->mNormals) {
+ continue;
+ }
+
+ for (unsigned int a = 0; a < pcMesh->mNumVertices; ++a) {
+ pcMesh->mNormals[a] *= -1.0f;
+ }
+ }
+}
+
+//-------------------------------------------------------------------------------
+void AssetHelper::FlipNormals() {
+ FlipNormalsInt();
+
+ // recreate native data
+ DeleteAssetData(true);
+ CreateAssetData();
+ g_bWasFlipped = !g_bWasFlipped;
+}
+
+//-------------------------------------------------------------------------------
+// Set the normal set of the scene
+//-------------------------------------------------------------------------------
+void AssetHelper::SetNormalSet(unsigned int iSet) {
+ // we need to build an unique set of vertices for this ...
+ {
+ MakeVerboseFormatProcess *pcProcess = new MakeVerboseFormatProcess();
+ pcProcess->Execute(pcScene);
+ delete pcProcess;
+
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
+ if (!apcMeshes[i]->pvOriginalNormals) {
+ apcMeshes[i]->pvOriginalNormals = new aiVector3D[pcScene->mMeshes[i]->mNumVertices];
+ memcpy(apcMeshes[i]->pvOriginalNormals, pcScene->mMeshes[i]->mNormals,
+ pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
+ }
+ delete[] pcScene->mMeshes[i]->mNormals;
+ pcScene->mMeshes[i]->mNormals = nullptr;
+ }
+ }
+
+ // now we can start to calculate a new set of normals
+ if (HARD == iSet) {
+ GenFaceNormalsProcess *pcProcess = new GenFaceNormalsProcess();
+ pcProcess->Execute(pcScene);
+ FlipNormalsInt();
+ delete pcProcess;
+ } else if (SMOOTH == iSet) {
+ GenVertexNormalsProcess *pcProcess = new GenVertexNormalsProcess();
+ pcProcess->SetMaxSmoothAngle((float)AI_DEG_TO_RAD(g_smoothAngle));
+ pcProcess->Execute(pcScene);
+ FlipNormalsInt();
+ delete pcProcess;
+ } else if (ORIGINAL == iSet) {
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
+ if (apcMeshes[i]->pvOriginalNormals) {
+ delete[] pcScene->mMeshes[i]->mNormals;
+ pcScene->mMeshes[i]->mNormals = apcMeshes[i]->pvOriginalNormals;
+ apcMeshes[i]->pvOriginalNormals = nullptr;
+ }
+ }
+ }
+
+ // recalculate tangents and bitangents
+ Assimp::BaseProcess *pcProcess = new CalcTangentsProcess();
+ pcProcess->Execute(pcScene);
+ delete pcProcess;
+
+ // join the mesh vertices again
+ pcProcess = new JoinVerticesProcess();
+ pcProcess->Execute(pcScene);
+ delete pcProcess;
+
+ iNormalSet = iSet;
+
+ if (g_bWasFlipped) {
+ // invert all normal vectors
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
+ aiMesh *pcMesh = pcScene->mMeshes[i];
+ for (unsigned int a = 0; a < pcMesh->mNumVertices; ++a) {
+ pcMesh->mNormals[a] *= -1.0f;
+ }
+ }
+ }
+
+ // recreate native data
+ DeleteAssetData(true);
+ CreateAssetData();
+}
+
+} // namespace AssimpView